New round structure - OPTION B - we'd like your feedback!

elotar wrote: It's not really important what you (the guy, who already knows the rules) think, catch somebody at the boardgame shop and show him two options and ask, what he thinks.

As someone who has only been playing for a little more than a year, I didn't find the combat too much to understand. Of course I've screwed up the timing of cards since, but in no way have the current combat rounds ever put me off from playing. In fact, I enjoy how combat works in VTES.

I also prefer option A over B, but it seems like I'm more of a grognard around here than the players who have been playing for 20 years...

Cat_in_Exile wrote:
As someone who has only been playing for a little more than a year, I didn't find the combat too much to understand. Of course I've screwed up the timing of cards since, but in no way have the current combat rounds ever put me off from playing. In fact, I enjoy how combat works in VTES.

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Me too. Overall, the substantial nature of combat is one of the game's strengths.

Sabbat. Animals, Wraiths and Zombies Molloy recruits or employs get an additional life.

AaronC wrote: Practically, you cannot rewrite those 117 cards, and you should not deny future designers the opportunity to design "pre-range" cards.

Which of these cards is broken by playing it together with maneuvers instead of before? Due to Impulse rules, those cards are still played before the range is known for sure because the opponent can always play a maneuver after.

AaronC wrote: Practically, you cannot rewrite those 117 cards, and you should not deny future designers the opportunity to design "pre-range" cards.

Which of these cards is broken by playing it together with maneuvers instead of before? Due to Impulse rules, those cards are still played before the range is known for sure because the opponent can always play a maneuver after.

All of them that are cycled into if I control the opposing minion

But seriously, 4 parts:

Beginning:
Player with impulse plays cards reworded to be played at "the beginning of a round of combat " such as crows, signposts, etc.
Other player plays, impulse passes, etc.

Maneuvers

Impulse owner may maneuver to long (or close if fear the void below, etc happens).
Other player gains impulse, maneuvers, it passes, etc.

2. In the broader sense, are there good reasons to add relevance to combat in the game, to make it coherent with the number of cards and resources it has or to make it closer to the Winning Conditions of the game?
I think yes.

3. Can we simplify combat, keeping the base functionality of all cards?
i think yes.

Some cards might win / lose relevance.
But the overall game will be better. And more fun.